mpv/libvo/gl_common.c

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/*
* common OpenGL routines
*
* copyleft (C) 2005-2010 Reimar Döffinger <Reimar.Doeffinger@gmx.de>
* Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c
* gave me lots of good ideas.
*
* This file is part of MPlayer.
*
* MPlayer is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* MPlayer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with MPlayer; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*
* You can alternatively redistribute this file and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*/
/**
* \file gl_common.c
* \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c
*/
#include <stddef.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
#include "talloc.h"
#include "gl_common.h"
#include "old_vo_wrapper.h"
#include "csputils.h"
#include "aspect.h"
#include "pnm_loader.h"
#include "options.h"
//! \defgroup glgeneral OpenGL general helper functions
//! \defgroup glcontext OpenGL context management helper functions
//! \defgroup gltexture OpenGL texture handling helper functions
//! \defgroup glconversion OpenGL conversion helper functions
/**
* \brief adjusts the GL_UNPACK_ALIGNMENT to fit the stride.
* \param stride number of bytes per line for which alignment should fit.
* \ingroup glgeneral
*/
void glAdjustAlignment(GL *gl, int stride)
{
GLint gl_alignment;
if (stride % 8 == 0)
gl_alignment = 8;
else if (stride % 4 == 0)
gl_alignment = 4;
else if (stride % 2 == 0)
gl_alignment = 2;
else
gl_alignment = 1;
gl->PixelStorei(GL_UNPACK_ALIGNMENT, gl_alignment);
}
struct gl_name_map_struct {
GLint value;
const char *name;
};
#undef MAP
#define MAP(a) {a, # a}
//! mapping table for the glValName function
static const struct gl_name_map_struct gl_name_map[] = {
// internal format
MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8),
MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2),
MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2),
MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8), MAP(GL_LUMINANCE16),
// format
MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE),
MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA),
MAP(GL_COLOR_INDEX),
// rest 1.2 only
MAP(GL_BGR), MAP(GL_BGRA),
//type
MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT),
MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE),
MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES),
// rest 1.2 only
MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV),
MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV),
MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV),
MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV),
MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV),
MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV),
{0, 0}
};
#undef MAP
/**
* \brief return the name of an OpenGL constant
* \param value the constant
* \return name of the constant or "Unknown format!"
* \ingroup glgeneral
*/
const char *glValName(GLint value)
{
int i = 0;
while (gl_name_map[i].name) {
if (gl_name_map[i].value == value)
return gl_name_map[i].name;
i++;
}
return "Unknown format!";
}
//! always return this format as internal texture format in glFindFormat
#define TEXTUREFORMAT_ALWAYS GL_RGB8
#undef TEXTUREFORMAT_ALWAYS
/**
* \brief find the OpenGL settings coresponding to format.
*
* All parameters may be NULL.
* \param fmt MPlayer format to analyze.
* \param bpp [OUT] bits per pixel of that format.
* \param gl_texfmt [OUT] internal texture format that fits the
* image format, not necessarily the best for performance.
* \param gl_format [OUT] OpenGL format for this image format.
* \param gl_type [OUT] OpenGL type for this image format.
* \return 1 if format is supported by OpenGL, 0 if not.
* \ingroup gltexture
*/
int glFindFormat(uint32_t fmt, int *bpp, GLint *gl_texfmt,
GLenum *gl_format, GLenum *gl_type)
{
int supported = 1;
int dummy1;
GLenum dummy2;
GLint dummy3;
if (!bpp)
bpp = &dummy1;
if (!gl_texfmt)
gl_texfmt = &dummy3;
if (!gl_format)
gl_format = &dummy2;
if (!gl_type)
gl_type = &dummy2;
if (mp_get_chroma_shift(fmt, NULL, NULL, NULL)) {
// reduce the possible cases a bit
if (IMGFMT_IS_YUVP16_LE(fmt))
fmt = IMGFMT_420P16_LE;
else if (IMGFMT_IS_YUVP16_BE(fmt))
fmt = IMGFMT_420P16_BE;
else
fmt = IMGFMT_YV12;
}
*bpp = IMGFMT_IS_BGR(fmt) ? IMGFMT_BGR_DEPTH(fmt) : IMGFMT_RGB_DEPTH(fmt);
*gl_texfmt = 3;
switch (fmt) {
case IMGFMT_RGB48NE:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_SHORT;
break;
case IMGFMT_RGB24:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_RGBA:
*gl_texfmt = 4;
*gl_format = GL_RGBA;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_420P16:
supported = 0; // no native YUV support
*gl_texfmt = GL_LUMINANCE16;
*bpp = 16;
*gl_format = GL_LUMINANCE;
*gl_type = GL_UNSIGNED_SHORT;
break;
case IMGFMT_YV12:
supported = 0; // no native YV12 support
case IMGFMT_Y800:
case IMGFMT_Y8:
*gl_texfmt = 1;
*bpp = 8;
*gl_format = GL_LUMINANCE;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_UYVY:
// IMGFMT_YUY2 would be more logical for the _REV format,
// but gives clearly swapped colors.
case IMGFMT_YVYU:
*gl_texfmt = GL_YCBCR_MESA;
*bpp = 16;
*gl_format = GL_YCBCR_MESA;
*gl_type = fmt == IMGFMT_UYVY ? GL_UNSIGNED_SHORT_8_8 : GL_UNSIGNED_SHORT_8_8_REV;
break;
#if 0
// we do not support palettized formats, although the format the
// swscale produces works
case IMGFMT_RGB8:
gl_format = GL_RGB;
gl_type = GL_UNSIGNED_BYTE_2_3_3_REV;
break;
#endif
case IMGFMT_RGB15:
*gl_format = GL_RGBA;
*gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case IMGFMT_RGB16:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_SHORT_5_6_5_REV;
break;
#if 0
case IMGFMT_BGR8:
// special case as red and blue have a differen number of bits.
// GL_BGR and GL_UNSIGNED_BYTE_3_3_2 isn't supported at least
// by nVidia drivers, and in addition would give more bits to
// blue than to red, which isn't wanted
gl_format = GL_RGB;
gl_type = GL_UNSIGNED_BYTE_3_3_2;
break;
#endif
case IMGFMT_BGR15:
*gl_format = GL_BGRA;
*gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case IMGFMT_BGR16:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case IMGFMT_BGR24:
*gl_format = GL_BGR;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_BGRA:
*gl_texfmt = 4;
*gl_format = GL_BGRA;
*gl_type = GL_UNSIGNED_BYTE;
break;
default:
*gl_texfmt = 4;
*gl_format = GL_RGBA;
*gl_type = GL_UNSIGNED_BYTE;
supported = 0;
}
#ifdef TEXTUREFORMAT_ALWAYS
*gl_texfmt = TEXTUREFORMAT_ALWAYS;
#endif
return supported;
}
#ifdef HAVE_LIBDL
#include <dlfcn.h>
#endif
/**
* \brief find address of a linked function
* \param s name of function to find
* \return address of function or NULL if not found
*/
static void *getdladdr(const char *s)
{
void *ret = NULL;
#ifdef HAVE_LIBDL
void *handle = dlopen(NULL, RTLD_LAZY);
if (!handle)
return NULL;
ret = dlsym(handle, s);
dlclose(handle);
#endif
return ret;
}
typedef struct {
ptrdiff_t offset; // offset to the function pointer in struct GL
const char *extstr;
const char *funcnames[7];
void *fallback;
} extfunc_desc_t;
#define DEF_FUNC_DESC(name) \
{offsetof(GL, name), NULL, {"gl" # name, NULL}, gl ## name}
#define DEF_EXT_FUNCS(...) __VA_ARGS__
#define DEF_EXT_DESC(name, ext, funcnames) \
{offsetof(GL, name), ext, {DEF_EXT_FUNCS funcnames}}
static const extfunc_desc_t extfuncs[] = {
// these aren't extension functions but we query them anyway to allow
// different "backends" with one binary
DEF_FUNC_DESC(Begin),
DEF_FUNC_DESC(End),
DEF_FUNC_DESC(Viewport),
DEF_FUNC_DESC(MatrixMode),
DEF_FUNC_DESC(LoadIdentity),
DEF_FUNC_DESC(Translated),
DEF_FUNC_DESC(Scaled),
DEF_FUNC_DESC(Ortho),
DEF_FUNC_DESC(Frustum),
DEF_FUNC_DESC(PushMatrix),
DEF_FUNC_DESC(PopMatrix),
DEF_FUNC_DESC(Clear),
DEF_FUNC_DESC(GenLists),
DEF_FUNC_DESC(DeleteLists),
DEF_FUNC_DESC(NewList),
DEF_FUNC_DESC(EndList),
DEF_FUNC_DESC(CallList),
DEF_FUNC_DESC(CallLists),
DEF_FUNC_DESC(GenTextures),
DEF_FUNC_DESC(DeleteTextures),
DEF_FUNC_DESC(TexEnvf),
DEF_FUNC_DESC(TexEnvi),
DEF_FUNC_DESC(Color4ub),
DEF_FUNC_DESC(Color3f),
DEF_FUNC_DESC(Color4f),
DEF_FUNC_DESC(ClearColor),
DEF_FUNC_DESC(ClearDepth),
DEF_FUNC_DESC(DepthFunc),
DEF_FUNC_DESC(Enable),
DEF_FUNC_DESC(Disable),
DEF_FUNC_DESC(DrawBuffer),
DEF_FUNC_DESC(DepthMask),
DEF_FUNC_DESC(BlendFunc),
DEF_FUNC_DESC(Flush),
DEF_FUNC_DESC(Finish),
DEF_FUNC_DESC(PixelStorei),
DEF_FUNC_DESC(TexImage1D),
DEF_FUNC_DESC(TexImage2D),
DEF_FUNC_DESC(TexSubImage2D),
DEF_FUNC_DESC(GetTexImage),
DEF_FUNC_DESC(TexParameteri),
DEF_FUNC_DESC(TexParameterf),
DEF_FUNC_DESC(TexParameterfv),
DEF_FUNC_DESC(TexCoord2f),
DEF_FUNC_DESC(Vertex2f),
DEF_FUNC_DESC(Vertex3f),
DEF_FUNC_DESC(Normal3f),
DEF_FUNC_DESC(Lightfv),
DEF_FUNC_DESC(ColorMaterial),
DEF_FUNC_DESC(ShadeModel),
DEF_FUNC_DESC(GetIntegerv),
DEF_FUNC_DESC(ColorMask),
DEF_FUNC_DESC(ReadPixels),
DEF_FUNC_DESC(ReadBuffer),
DEF_EXT_DESC(GenBuffers, NULL,
("glGenBuffers", "glGenBuffersARB")),
DEF_EXT_DESC(DeleteBuffers, NULL,
("glDeleteBuffers", "glDeleteBuffersARB")),
DEF_EXT_DESC(BindBuffer, NULL,
("glBindBuffer", "glBindBufferARB")),
DEF_EXT_DESC(MapBuffer, NULL,
("glMapBuffer", "glMapBufferARB")),
DEF_EXT_DESC(UnmapBuffer, NULL,
("glUnmapBuffer", "glUnmapBufferARB")),
DEF_EXT_DESC(BufferData, NULL,
("glBufferData", "glBufferDataARB")),
DEF_EXT_DESC(BeginFragmentShader, "ATI_fragment_shader",
("glBeginFragmentShaderATI")),
DEF_EXT_DESC(EndFragmentShader, "ATI_fragment_shader",
("glEndFragmentShaderATI")),
DEF_EXT_DESC(SampleMap, "ATI_fragment_shader",
("glSampleMapATI")),
DEF_EXT_DESC(ColorFragmentOp2, "ATI_fragment_shader",
("glColorFragmentOp2ATI")),
DEF_EXT_DESC(ColorFragmentOp3, "ATI_fragment_shader",
("glColorFragmentOp3ATI")),
DEF_EXT_DESC(SetFragmentShaderConstant, "ATI_fragment_shader",
("glSetFragmentShaderConstantATI")),
DEF_EXT_DESC(ActiveTexture, NULL,
("glActiveTexture", "glActiveTextureARB")),
DEF_EXT_DESC(BindTexture, NULL,
("glBindTexture", "glBindTextureARB", "glBindTextureEXT")),
DEF_EXT_DESC(MultiTexCoord2f, NULL,
("glMultiTexCoord2f", "glMultiTexCoord2fARB")),
DEF_EXT_DESC(GenPrograms, "_program",
("glGenProgramsARB")),
DEF_EXT_DESC(DeletePrograms, "_program",
("glDeleteProgramsARB")),
DEF_EXT_DESC(BindProgram, "_program",
("glBindProgramARB")),
DEF_EXT_DESC(ProgramString, "_program",
("glProgramStringARB")),
DEF_EXT_DESC(GetProgramiv, "_program",
("glGetProgramivARB")),
DEF_EXT_DESC(ProgramEnvParameter4f, "_program",
("glProgramEnvParameter4fARB")),
DEF_EXT_DESC(SwapInterval, "_swap_control",
("glXSwapIntervalSGI", "glXSwapInterval", "wglSwapIntervalSGI",
"wglSwapInterval", "wglSwapIntervalEXT")),
DEF_EXT_DESC(TexImage3D, NULL,
("glTexImage3D")),
{-1}
};
/**
* \brief find the function pointers of some useful OpenGL extensions
* \param getProcAddress function to resolve function names, may be NULL
* \param ext2 an extra extension string
*/
static void getFunctions(GL *gl, void *(*getProcAddress)(const GLubyte *),
const char *ext2)
{
const extfunc_desc_t *dsc;
const char *extensions;
char *allexts;
if (!getProcAddress)
getProcAddress = (void *)getdladdr;
// special case, we need glGetString before starting to find the other functions
gl->GetString = getProcAddress("glGetString");
if (!gl->GetString)
gl->GetString = glGetString;
extensions = (const char *)gl->GetString(GL_EXTENSIONS);
if (!extensions)
extensions = "";
if (!ext2)
ext2 = "";
allexts = malloc(strlen(extensions) + strlen(ext2) + 2);
strcpy(allexts, extensions);
strcat(allexts, " ");
strcat(allexts, ext2);
mp_msg(MSGT_VO, MSGL_DBG2, "OpenGL extensions string:\n%s\n", allexts);
for (dsc = extfuncs; dsc->offset >= 0; dsc++) {
void *ptr = NULL;
int i;
if (!dsc->extstr || strstr(allexts, dsc->extstr)) {
for (i = 0; !ptr && dsc->funcnames[i]; i++)
ptr = getProcAddress((const GLubyte *)dsc->funcnames[i]);
}
if (!ptr)
ptr = dsc->fallback;
void **funcptr = (void**)(((char*)gl) + dsc->offset);
*funcptr = ptr;
}
free(allexts);
}
/**
* \brief create a texture and set some defaults
* \param target texture taget, usually GL_TEXTURE_2D
* \param fmt internal texture format
* \param format texture host data format
* \param type texture host data type
* \param filter filter used for scaling, e.g. GL_LINEAR
* \param w texture width
* \param h texture height
* \param val luminance value to fill texture with
* \ingroup gltexture
*/
void glCreateClearTex(GL *gl, GLenum target, GLenum fmt, GLenum format,
GLenum type, GLint filter, int w, int h,
unsigned char val)
{
GLfloat fval = (GLfloat)val / 255.0;
GLfloat border[4] = {
fval, fval, fval, fval
};
int stride;
char *init;
if (w == 0)
w = 1;
if (h == 0)
h = 1;
stride = w * glFmt2bpp(format, type);
if (!stride)
return;
init = malloc(stride * h);
memset(init, val, stride * h);
glAdjustAlignment(gl, stride);
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, w);
gl->TexImage2D(target, 0, fmt, w, h, 0, format, type, init);
gl->TexParameterf(target, GL_TEXTURE_PRIORITY, 1.0);
gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Border texels should not be used with CLAMP_TO_EDGE
// We set a sane default anyway.
gl->TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border);
free(init);
}
static GLint detect_hqtexfmt(GL *gl)
{
const char *extensions = (const char *)gl->GetString(GL_EXTENSIONS);
if (strstr(extensions, "_texture_float"))
return GL_RGB32F;
else if (strstr(extensions, "NV_float_buffer"))
return GL_FLOAT_RGB32_NV;
return GL_RGB16;
}
/**
* \brief creates a texture from a PPM file
* \param target texture taget, usually GL_TEXTURE_2D
* \param fmt internal texture format, 0 for default
* \param filter filter used for scaling, e.g. GL_LINEAR
* \param f file to read PPM from
* \param width [out] width of texture
* \param height [out] height of texture
* \param maxval [out] maxval value from PPM file
* \return 0 on error, 1 otherwise
* \ingroup gltexture
*/
int glCreatePPMTex(GL *gl, GLenum target, GLenum fmt, GLint filter,
FILE *f, int *width, int *height, int *maxval)
{
int w, h, m, bpp;
GLenum type;
uint8_t *data = read_pnm(f, &w, &h, &bpp, &m);
GLint hqtexfmt = detect_hqtexfmt(gl);
if (!data || (bpp != 3 && bpp != 6)) {
free(data);
return 0;
}
if (!fmt) {
fmt = bpp == 6 ? hqtexfmt : 3;
if (fmt == GL_FLOAT_RGB32_NV && target != GL_TEXTURE_RECTANGLE)
fmt = GL_RGB16;
}
type = bpp == 6 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
glCreateClearTex(gl, target, fmt, GL_RGB, type, filter, w, h, 0);
glUploadTex(gl, target, GL_RGB, type,
data, w * bpp, 0, 0, w, h, 0);
free(data);
if (width)
*width = w;
if (height)
*height = h;
if (maxval)
*maxval = m;
return 1;
}
/**
* \brief return the number of bytes per pixel for the given format
* \param format OpenGL format
* \param type OpenGL type
* \return bytes per pixel
* \ingroup glgeneral
*
* Does not handle all possible variants, just those used by MPlayer
*/
int glFmt2bpp(GLenum format, GLenum type)
{
int component_size = 0;
switch (type) {
case GL_UNSIGNED_BYTE_3_3_2:
case GL_UNSIGNED_BYTE_2_3_3_REV:
return 1;
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_5_6_5_REV:
return 2;
case GL_UNSIGNED_BYTE:
component_size = 1;
break;
case GL_UNSIGNED_SHORT:
component_size = 2;
break;
}
switch (format) {
case GL_LUMINANCE:
case GL_ALPHA:
return component_size;
case GL_YCBCR_MESA:
return 2;
case GL_RGB:
case GL_BGR:
return 3 * component_size;
case GL_RGBA:
case GL_BGRA:
return 4 * component_size;
}
return 0; // unknown
}
/**
* \brief upload a texture, handling things like stride and slices
* \param target texture target, usually GL_TEXTURE_2D
* \param format OpenGL format of data
* \param type OpenGL type of data
* \param dataptr data to upload
* \param stride data stride
* \param x x offset in texture
* \param y y offset in texture
* \param w width of the texture part to upload
* \param h height of the texture part to upload
* \param slice height of an upload slice, 0 for all at once
* \ingroup gltexture
*/
void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
const void *dataptr, int stride,
int x, int y, int w, int h, int slice)
{
const uint8_t *data = dataptr;
int y_max = y + h;
if (w <= 0 || h <= 0)
return;
if (slice <= 0)
slice = h;
if (stride < 0) {
data += (h - 1) * stride;
stride = -stride;
}
// this is not always correct, but should work for MPlayer
glAdjustAlignment(gl, stride);
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
for (; y + slice <= y_max; y += slice) {
gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data);
data += stride * slice;
}
if (y < y_max)
gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
}
/**
* \brief Setup ATI version of register combiners for YUV to RGB conversion.
* \param csp_params parameters used for colorspace conversion
* \param text if set use the GL_ATI_text_fragment_shader API as
* used on OS X.
*/
static void glSetupYUVFragmentATI(GL *gl, struct mp_csp_params *csp_params,
int text)
{
GLint i;
float yuv2rgb[3][4];
gl->GetIntegerv(GL_MAX_TEXTURE_UNITS, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i);
mp_get_yuv2rgb_coeffs(csp_params, yuv2rgb);
for (i = 0; i < 3; i++) {
int j;
yuv2rgb[i][3] -= -0.5 * (yuv2rgb[i][1] + yuv2rgb[i][2]);
for (j = 0; j < 4; j++) {
yuv2rgb[i][j] *= 0.125;
yuv2rgb[i][j] += 0.5;
if (yuv2rgb[i][j] > 1)
yuv2rgb[i][j] = 1;
if (yuv2rgb[i][j] < 0)
yuv2rgb[i][j] = 0;
}
}
if (text == 0) {
GLfloat c0[4] = { yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0] };
GLfloat c1[4] = { yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1] };
GLfloat c2[4] = { yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2] };
GLfloat c3[4] = { yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3] };
if (!gl->BeginFragmentShader || !gl->EndFragmentShader ||
!gl->SetFragmentShaderConstant || !gl->SampleMap ||
!gl->ColorFragmentOp2 || !gl->ColorFragmentOp3) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n");
return;
}
gl->GetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i);
gl->BeginFragmentShader();
gl->SetFragmentShaderConstant(GL_CON_0_ATI, c0);
gl->SetFragmentShaderConstant(GL_CON_1_ATI, c1);
gl->SetFragmentShaderConstant(GL_CON_2_ATI, c2);
gl->SetFragmentShaderConstant(GL_CON_3_ATI, c3);
gl->SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI);
gl->SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI);
gl->SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI);
gl->ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI);
gl->ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_NONE,
GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_REG_1_ATI, GL_NONE, GL_NONE);
gl->ColorFragmentOp3(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_REG_2_ATI, GL_NONE, GL_NONE);
gl->ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_8X_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_CON_3_ATI, GL_NONE, GL_BIAS_BIT_ATI);
gl->EndFragmentShader();
} else {
static const char template[] =
"!!ATIfs1.0\n"
"StartConstants;\n"
" CONSTANT c0 = {%e, %e, %e};\n"
" CONSTANT c1 = {%e, %e, %e};\n"
" CONSTANT c2 = {%e, %e, %e};\n"
" CONSTANT c3 = {%e, %e, %e};\n"
"EndConstants;\n"
"StartOutputPass;\n"
" SampleMap r0, t0.str;\n"
" SampleMap r1, t1.str;\n"
" SampleMap r2, t2.str;\n"
" MUL r1.rgb, r1.bias, c1.bias;\n"
" MAD r2.rgb, r2.bias, c2.bias, r1;\n"
" MAD r0.rgb, r0, c0.bias, r2;\n"
" ADD r0.rgb.8x, r0, c3.bias;\n"
"EndPass;\n";
char buffer[512];
snprintf(buffer, sizeof(buffer), template,
yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0],
yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1],
yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2],
yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3]);
mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n",
buffer);
loadGPUProgram(gl, GL_TEXT_FRAGMENT_SHADER_ATI, buffer);
}
}
/**
* \brief helper function for gen_spline_lookup_tex
* \param x subpixel-position ((0,1) range) to calculate weights for
* \param dst where to store transformed weights, must provide space for 4 GLfloats
*
* calculates the weights and stores them after appropriate transformation
* for the scaler fragment program.
*/
static void store_weights(float x, GLfloat *dst)
{
float w0 = (((-1 * x + 3) * x - 3) * x + 1) / 6;
float w1 = (((3 * x - 6) * x + 0) * x + 4) / 6;
float w2 = (((-3 * x + 3) * x + 3) * x + 1) / 6;
float w3 = (((1 * x + 0) * x + 0) * x + 0) / 6;
*dst++ = 1 + x - w1 / (w0 + w1);
*dst++ = 1 - x + w3 / (w2 + w3);
*dst++ = w0 + w1;
*dst++ = 0;
}
//! to avoid artefacts this should be rather large
#define LOOKUP_BSPLINE_RES (2 * 1024)
/**
* \brief creates the 1D lookup texture needed for fast higher-order filtering
* \param unit texture unit to attach texture to
*/
static void gen_spline_lookup_tex(GL *gl, GLenum unit)
{
GLfloat *tex = calloc(4 * LOOKUP_BSPLINE_RES, sizeof(*tex));
GLfloat *tp = tex;
int i;
for (i = 0; i < LOOKUP_BSPLINE_RES; i++) {
float x = (float)(i + 0.5) / LOOKUP_BSPLINE_RES;
store_weights(x, tp);
tp += 4;
}
store_weights(0, tex);
store_weights(1, &tex[4 * (LOOKUP_BSPLINE_RES - 1)]);
gl->ActiveTexture(unit);
gl->TexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA,
GL_FLOAT, tex);
gl->TexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl->ActiveTexture(GL_TEXTURE0);
free(tex);
}
static const char *bilin_filt_template =
"TEX yuv.%c, fragment.texcoord[%c], texture[%c], %s;\n";
#define BICUB_FILT_MAIN(textype) \
/* first y-interpolation */ \
"ADD coord, fragment.texcoord[%c].xyxy, cdelta.xyxw;\n" \
"ADD coord2, fragment.texcoord[%c].xyxy, cdelta.zyzw;\n" \
"TEX a.r, coord.xyxy, texture[%c], "textype ";\n" \
"TEX a.g, coord.zwzw, texture[%c], "textype ";\n" \
/* second y-interpolation */ \
"TEX b.r, coord2.xyxy, texture[%c], "textype ";\n" \
"TEX b.g, coord2.zwzw, texture[%c], "textype ";\n" \
"LRP a.b, parmy.b, a.rrrr, a.gggg;\n" \
"LRP a.a, parmy.b, b.rrrr, b.gggg;\n" \
/* x-interpolation */ \
"LRP yuv.%c, parmx.b, a.bbbb, a.aaaa;\n"
static const char *bicub_filt_template_2D =
"MAD coord.xy, fragment.texcoord[%c], {%e, %e}, {0.5, 0.5};\n"
"TEX parmx, coord.x, texture[%c], 1D;\n"
"MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n"
"TEX parmy, coord.y, texture[%c], 1D;\n"
"MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n"
BICUB_FILT_MAIN("2D");
static const char *bicub_filt_template_RECT =
"ADD coord, fragment.texcoord[%c], {0.5, 0.5};\n"
"TEX parmx, coord.x, texture[%c], 1D;\n"
"MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n"
"TEX parmy, coord.y, texture[%c], 1D;\n"
"MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n"
BICUB_FILT_MAIN("RECT");
#define CALCWEIGHTS(t, s) \
"MAD "t ", {-0.5, 0.1666, 0.3333, -0.3333}, "s ", {1, 0, -0.5, 0.5};\n" \
"MAD "t ", "t ", "s ", {0, 0, -0.5, 0.5};\n" \
"MAD "t ", "t ", "s ", {-0.6666, 0, 0.8333, 0.1666};\n" \
"RCP a.x, "t ".z;\n" \
"RCP a.y, "t ".w;\n" \
"MAD "t ".xy, "t ".xyxy, a.xyxy, {1, 1, 0, 0};\n" \
"ADD "t ".x, "t ".xxxx, "s ";\n" \
"SUB "t ".y, "t ".yyyy, "s ";\n"
static const char *bicub_notex_filt_template_2D =
"MAD coord.xy, fragment.texcoord[%c], {%e, %e}, {0.5, 0.5};\n"
"FRC coord.xy, coord.xyxy;\n"
CALCWEIGHTS("parmx", "coord.xxxx")
"MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n"
CALCWEIGHTS("parmy", "coord.yyyy")
"MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n"
BICUB_FILT_MAIN("2D");
static const char *bicub_notex_filt_template_RECT =
"ADD coord, fragment.texcoord[%c], {0.5, 0.5};\n"
"FRC coord.xy, coord.xyxy;\n"
CALCWEIGHTS("parmx", "coord.xxxx")
"MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n"
CALCWEIGHTS("parmy", "coord.yyyy")
"MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n"
BICUB_FILT_MAIN("RECT");
#define BICUB_X_FILT_MAIN(textype) \
"ADD coord.xy, fragment.texcoord[%c].xyxy, cdelta.xyxy;\n" \
"ADD coord2.xy, fragment.texcoord[%c].xyxy, cdelta.zyzy;\n" \
"TEX a.r, coord, texture[%c], "textype ";\n" \
"TEX b.r, coord2, texture[%c], "textype ";\n" \
/* x-interpolation */ \
"LRP yuv.%c, parmx.b, a.rrrr, b.rrrr;\n"
static const char *bicub_x_filt_template_2D =
"MAD coord.x, fragment.texcoord[%c], {%e}, {0.5};\n"
"TEX parmx, coord, texture[%c], 1D;\n"
"MUL cdelta.xyz, parmx.rrgg, {-%e, 0, %e};\n"
BICUB_X_FILT_MAIN("2D");
static const char *bicub_x_filt_template_RECT =
"ADD coord.x, fragment.texcoord[%c], {0.5};\n"
"TEX parmx, coord, texture[%c], 1D;\n"
"MUL cdelta.xyz, parmx.rrgg, {-1, 0, 1};\n"
BICUB_X_FILT_MAIN("RECT");
static const char *unsharp_filt_template =
"PARAM dcoord%c = {%e, %e, %e, %e};\n"
"ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n"
"TEX b.r, coord.xyxy, texture[%c], %s;\n"
"TEX b.g, coord.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.g;\n"
"TEX b.b, coord2.xyxy, texture[%c], %s;\n"
"TEX b.g, coord2.zwzw, texture[%c], %s;\n"
"DP3 b, b, {0.25, 0.25, 0.25};\n"
"SUB b.r, a.r, b.r;\n"
"MAD yuv.%c, b.r, {%e}, a.r;\n";
static const char *unsharp_filt_template2 =
"PARAM dcoord%c = {%e, %e, %e, %e};\n"
"PARAM dcoord2%c = {%e, 0, 0, %e};\n"
"ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n"
"TEX b.r, coord.xyxy, texture[%c], %s;\n"
"TEX b.g, coord.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.g;\n"
"TEX b.b, coord2.xyxy, texture[%c], %s;\n"
"TEX b.g, coord2.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.b;\n"
"ADD b.a, b.r, b.g;\n"
"ADD coord, fragment.texcoord[%c].xyxy, dcoord2%c;\n"
"SUB coord2, fragment.texcoord[%c].xyxy, dcoord2%c;\n"
"TEX b.r, coord.xyxy, texture[%c], %s;\n"
"TEX b.g, coord.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.g;\n"
"TEX b.b, coord2.xyxy, texture[%c], %s;\n"
"TEX b.g, coord2.zwzw, texture[%c], %s;\n"
"DP4 b.r, b, {-0.1171875, -0.1171875, -0.1171875, -0.09765625};\n"
"MAD b.r, a.r, {0.859375}, b.r;\n"
"MAD yuv.%c, b.r, {%e}, a.r;\n";
static const char *yuv_prog_template =
"PARAM ycoef = {%e, %e, %e};\n"
"PARAM ucoef = {%e, %e, %e};\n"
"PARAM vcoef = {%e, %e, %e};\n"
"PARAM offsets = {%e, %e, %e};\n"
"TEMP res;\n"
"MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD result.color.rgb, yuv.bbbb, vcoef, res;\n"
"END";
static const char *yuv_pow_prog_template =
"PARAM ycoef = {%e, %e, %e};\n"
"PARAM ucoef = {%e, %e, %e};\n"
"PARAM vcoef = {%e, %e, %e};\n"
"PARAM offsets = {%e, %e, %e};\n"
"PARAM gamma = {%e, %e, %e};\n"
"TEMP res;\n"
"MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD_SAT res.rgb, yuv.bbbb, vcoef, res;\n"
"POW result.color.r, res.r, gamma.r;\n"
"POW result.color.g, res.g, gamma.g;\n"
"POW result.color.b, res.b, gamma.b;\n"
"END";
static const char *yuv_lookup_prog_template =
"PARAM ycoef = {%e, %e, %e, 0};\n"
"PARAM ucoef = {%e, %e, %e, 0};\n"
"PARAM vcoef = {%e, %e, %e, 0};\n"
"PARAM offsets = {%e, %e, %e, 0.125};\n"
"TEMP res;\n"
"MAD res, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD res.rgb, yuv.bbbb, vcoef, res;\n"
"TEX result.color.r, res.raaa, texture[%c], 2D;\n"
"ADD res.a, res.a, 0.25;\n"
"TEX result.color.g, res.gaaa, texture[%c], 2D;\n"
"ADD res.a, res.a, 0.25;\n"
"TEX result.color.b, res.baaa, texture[%c], 2D;\n"
"END";
static const char *yuv_lookup3d_prog_template =
"TEX result.color, yuv, texture[%c], 3D;\n"
"END";
/**
* \brief creates and initializes helper textures needed for scaling texture read
* \param scaler scaler type to create texture for
* \param texu contains next free texture unit number
* \param texs texture unit ids for the scaler are stored in this array
*/
static void create_scaler_textures(GL *gl, int scaler, int *texu, char *texs)
{
switch (scaler) {
case YUV_SCALER_BILIN:
case YUV_SCALER_BICUB_NOTEX:
case YUV_SCALER_UNSHARP:
case YUV_SCALER_UNSHARP2:
break;
case YUV_SCALER_BICUB:
case YUV_SCALER_BICUB_X:
texs[0] = (*texu)++;
gen_spline_lookup_tex(gl, GL_TEXTURE0 + texs[0]);
texs[0] += '0';
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown scaler type %i\n", scaler);
}
}
//! resolution of texture for gamma lookup table
#define LOOKUP_RES 512
//! resolution for 3D yuv->rgb conversion lookup table
#define LOOKUP_3DRES 32
/**
* \brief creates and initializes helper textures needed for yuv conversion
* \param params struct containing parameters like brightness, gamma, ...
* \param texu contains next free texture unit number
* \param texs texture unit ids for the conversion are stored in this array
*/
static void create_conv_textures(GL *gl, gl_conversion_params_t *params,
int *texu, char *texs)
{
unsigned char *lookup_data = NULL;
int conv = YUV_CONVERSION(params->type);
switch (conv) {
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_FRAGMENT_POW:
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
texs[0] = (*texu)++;
gl->ActiveTexture(GL_TEXTURE0 + texs[0]);
lookup_data = malloc(4 * LOOKUP_RES);
mp_gen_gamma_map(lookup_data, LOOKUP_RES, params->csp_params.rgamma);
mp_gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES,
params->csp_params.ggamma);
mp_gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES,
params->csp_params.bgamma);
glCreateClearTex(gl, GL_TEXTURE_2D, GL_LUMINANCE8, GL_LUMINANCE,
GL_UNSIGNED_BYTE, GL_LINEAR, LOOKUP_RES, 4, 0);
glUploadTex(gl, GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE,
lookup_data, LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0);
gl->ActiveTexture(GL_TEXTURE0);
texs[0] += '0';
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
{
int sz = LOOKUP_3DRES + 2; // texture size including borders
if (!gl->TexImage3D) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n");
break;
}
texs[0] = (*texu)++;
gl->ActiveTexture(GL_TEXTURE0 + texs[0]);
lookup_data = malloc(3 * sz * sz * sz);
mp_gen_yuv2rgb_map(&params->csp_params, lookup_data, LOOKUP_3DRES);
glAdjustAlignment(gl, sz);
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
gl->TexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 1,
GL_RGB, GL_UNSIGNED_BYTE, lookup_data);
gl->TexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
gl->ActiveTexture(GL_TEXTURE0);
texs[0] += '0';
}
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", conv);
}
free(lookup_data);
}
/**
* \brief adds a scaling texture read at the current fragment program position
* \param scaler type of scaler to insert
* \param prog_pos current position in fragment program
* \param remain how many bytes remain in the buffer given by prog_pos
* \param texs array containing the texture unit identifiers for this scaler
* \param in_tex texture unit the scaler should read from
* \param out_comp component of the yuv variable the scaler stores the result in
* \param rect if rectangular (pixel) adressing should be used for in_tex
* \param texw width of the in_tex texture
* \param texh height of the in_tex texture
* \param strength strength of filter effect if the scaler does some kind of filtering
*/
static void add_scaler(int scaler, char **prog_pos, int *remain, char *texs,
char in_tex, char out_comp, int rect, int texw, int texh,
double strength)
{
const char *ttype = rect ? "RECT" : "2D";
const float ptw = rect ? 1.0 : 1.0 / texw;
const float pth = rect ? 1.0 : 1.0 / texh;
switch (scaler) {
case YUV_SCALER_BILIN:
snprintf(*prog_pos, *remain, bilin_filt_template, out_comp, in_tex,
in_tex, ttype);
break;
case YUV_SCALER_BICUB:
if (rect)
snprintf(*prog_pos, *remain, bicub_filt_template_RECT,
in_tex, texs[0], texs[0],
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
else
snprintf(*prog_pos, *remain, bicub_filt_template_2D,
in_tex, (float)texw, (float)texh,
texs[0], ptw, ptw, texs[0], pth, pth,
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
break;
case YUV_SCALER_BICUB_X:
if (rect)
snprintf(*prog_pos, *remain, bicub_x_filt_template_RECT,
in_tex, texs[0],
in_tex, in_tex, in_tex, in_tex, out_comp);
else
snprintf(*prog_pos, *remain, bicub_x_filt_template_2D,
in_tex, (float)texw,
texs[0], ptw, ptw,
in_tex, in_tex, in_tex, in_tex, out_comp);
break;
case YUV_SCALER_BICUB_NOTEX:
if (rect)
snprintf(*prog_pos, *remain, bicub_notex_filt_template_RECT,
in_tex,
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
else
snprintf(*prog_pos, *remain, bicub_notex_filt_template_2D,
in_tex, (float)texw, (float)texh, ptw, ptw, pth, pth,
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
break;
case YUV_SCALER_UNSHARP:
snprintf(*prog_pos, *remain, unsharp_filt_template,
out_comp, 0.5 * ptw, 0.5 * pth, 0.5 * ptw, -0.5 * pth,
in_tex, out_comp, in_tex, out_comp, in_tex,
in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype,
in_tex, ttype, out_comp, strength);
break;
case YUV_SCALER_UNSHARP2:
snprintf(*prog_pos, *remain, unsharp_filt_template2,
out_comp, 1.2 * ptw, 1.2 * pth, 1.2 * ptw, -1.2 * pth,
out_comp, 1.5 * ptw, 1.5 * pth,
in_tex, out_comp, in_tex, out_comp, in_tex,
in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype,
in_tex, ttype, in_tex, out_comp, in_tex, out_comp,
in_tex, ttype, in_tex, ttype, in_tex, ttype,
in_tex, ttype, out_comp, strength);
break;
}
*remain -= strlen(*prog_pos);
*prog_pos += strlen(*prog_pos);
}
static const struct {
const char *name;
GLenum cur;
GLenum max;
} progstats[] = {
{"instructions", 0x88A0, 0x88A1},
{"native instructions", 0x88A2, 0x88A3},
{"temporaries", 0x88A4, 0x88A5},
{"native temporaries", 0x88A6, 0x88A7},
{"parameters", 0x88A8, 0x88A9},
{"native parameters", 0x88AA, 0x88AB},
{"attribs", 0x88AC, 0x88AD},
{"native attribs", 0x88AE, 0x88AF},
{"ALU instructions", 0x8805, 0x880B},
{"TEX instructions", 0x8806, 0x880C},
{"TEX indirections", 0x8807, 0x880D},
{"native ALU instructions", 0x8808, 0x880E},
{"native TEX instructions", 0x8809, 0x880F},
{"native TEX indirections", 0x880A, 0x8810},
{NULL, 0, 0}
};
/**
* \brief load the specified GPU Program
* \param target program target to load into, only GL_FRAGMENT_PROGRAM is tested
* \param prog program string
* \return 1 on success, 0 otherwise
*/
int loadGPUProgram(GL *gl, GLenum target, char *prog)
{
int i;
GLint cur = 0, max = 0, err = 0;
if (!gl->ProgramString) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n");
return 0;
}
gl->ProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog);
gl->GetIntegerv(GL_PROGRAM_ERROR_POSITION, &err);
if (err != -1) {
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] Error compiling fragment program, make sure your card supports\n"
"[gl] GL_ARB_fragment_program (use glxinfo to check).\n"
"[gl] Error message:\n %s at %.10s\n",
gl->GetString(GL_PROGRAM_ERROR_STRING), &prog[err]);
return 0;
}
if (!gl->GetProgramiv || !mp_msg_test(MSGT_VO, MSGL_DBG2))
return 1;
mp_msg(MSGT_VO, MSGL_V, "[gl] Program statistics:\n");
for (i = 0; progstats[i].name; i++) {
gl->GetProgramiv(target, progstats[i].cur, &cur);
gl->GetProgramiv(target, progstats[i].max, &max);
mp_msg(MSGT_VO, MSGL_V, "[gl] %s: %i/%i\n", progstats[i].name, cur,
max);
}
return 1;
}
#define MAX_PROGSZ (1024 * 1024)
/**
* \brief setup a fragment program that will do YUV->RGB conversion
* \param parms struct containing parameters like conversion and scaler type,
* brightness, ...
*/
static void glSetupYUVFragprog(GL *gl, gl_conversion_params_t *params)
{
int type = params->type;
int texw = params->texw;
int texh = params->texh;
int rect = params->target == GL_TEXTURE_RECTANGLE;
static const char prog_hdr[] =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;\n"
// all scaler variables must go here so they aren't defined
// multiple times when the same scaler is used more than once
"TEMP coord, coord2, cdelta, parmx, parmy, a, b, yuv;\n";
int prog_remain;
char *yuv_prog, *prog_pos;
int cur_texu = 3;
char lum_scale_texs[1];
char chrom_scale_texs[1];
char conv_texs[1];
GLint i;
// this is the conversion matrix, with y, u, v factors
// for red, green, blue and the constant offsets
float yuv2rgb[3][4];
create_conv_textures(gl, params, &cur_texu, conv_texs);
create_scaler_textures(gl, YUV_LUM_SCALER(type), &cur_texu, lum_scale_texs);
if (YUV_CHROM_SCALER(type) == YUV_LUM_SCALER(type))
memcpy(chrom_scale_texs, lum_scale_texs, sizeof(chrom_scale_texs));
else
create_scaler_textures(gl, YUV_CHROM_SCALER(type), &cur_texu,
chrom_scale_texs);
gl->GetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &i);
if (i < cur_texu)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] %i texture units needed for this type of YUV fragment support (found %i)\n",
cur_texu, i);
if (!gl->ProgramString) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n");
return;
}
yuv_prog = malloc(MAX_PROGSZ);
strcpy(yuv_prog, prog_hdr);
prog_pos = yuv_prog + sizeof(prog_hdr) - 1;
prog_remain = MAX_PROGSZ - sizeof(prog_hdr);
add_scaler(YUV_LUM_SCALER(type), &prog_pos, &prog_remain, lum_scale_texs,
'0', 'r', rect, texw, texh, params->filter_strength);
add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain,
chrom_scale_texs, '1', 'g', rect, params->chrom_texw,
params->chrom_texh, params->filter_strength);
add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain,
chrom_scale_texs, '2', 'b', rect, params->chrom_texw,
params->chrom_texh, params->filter_strength);
mp_get_yuv2rgb_coeffs(&params->csp_params, yuv2rgb);
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_FRAGMENT:
snprintf(prog_pos, prog_remain, yuv_prog_template,
yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C]);
break;
case YUV_CONVERSION_FRAGMENT_POW:
snprintf(prog_pos, prog_remain, yuv_pow_prog_template,
yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C],
(float)1.0 / params->csp_params.rgamma,
(float)1.0 / params->csp_params.bgamma,
(float)1.0 / params->csp_params.bgamma);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
snprintf(prog_pos, prog_remain, yuv_lookup_prog_template,
yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C],
conv_texs[0], conv_texs[0], conv_texs[0]);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
snprintf(prog_pos, prog_remain, yuv_lookup3d_prog_template,
conv_texs[0]);
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n",
YUV_CONVERSION(type));
break;
}
mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n",
yuv_prog);
loadGPUProgram(gl, GL_FRAGMENT_PROGRAM, yuv_prog);
free(yuv_prog);
}
/**
* \brief detect the best YUV->RGB conversion method available
*/
int glAutodetectYUVConversion(GL *gl)
{
const char *extensions = gl->GetString(GL_EXTENSIONS);
if (!extensions || !gl->MultiTexCoord2f)
return YUV_CONVERSION_NONE;
if (strstr(extensions, "GL_ARB_fragment_program"))
return YUV_CONVERSION_FRAGMENT;
if (strstr(extensions, "GL_ATI_text_fragment_shader"))
return YUV_CONVERSION_TEXT_FRAGMENT;
if (strstr(extensions, "GL_ATI_fragment_shader"))
return YUV_CONVERSION_COMBINERS_ATI;
return YUV_CONVERSION_NONE;
}
/**
* \brief setup YUV->RGB conversion
* \param parms struct containing parameters like conversion and scaler type,
* brightness, ...
* \ingroup glconversion
*/
void glSetupYUVConversion(GL *gl, gl_conversion_params_t *params)
{
if (params->chrom_texw == 0)
params->chrom_texw = 1;
if (params->chrom_texh == 0)
params->chrom_texh = 1;
switch (YUV_CONVERSION(params->type)) {
case YUV_CONVERSION_COMBINERS_ATI:
glSetupYUVFragmentATI(gl, &params->csp_params, 0);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
glSetupYUVFragmentATI(gl, &params->csp_params, 1);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_FRAGMENT_POW:
glSetupYUVFragprog(gl, params);
break;
case YUV_CONVERSION_NONE:
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n",
YUV_CONVERSION(params->type));
}
}
/**
* \brief enable the specified YUV conversion
* \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
* \param type type of YUV conversion
* \ingroup glconversion
*/
void glEnableYUVConversion(GL *gl, GLenum target, int type)
{
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_COMBINERS_ATI:
gl->ActiveTexture(GL_TEXTURE1);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE0);
gl->Enable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
gl->ActiveTexture(GL_TEXTURE1);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE0);
gl->Enable(GL_TEXT_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_NONE:
gl->Enable(GL_FRAGMENT_PROGRAM);
break;
}
}
/**
* \brief disable the specified YUV conversion
* \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
* \param type type of YUV conversion
* \ingroup glconversion
*/
void glDisableYUVConversion(GL *gl, GLenum target, int type)
{
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_COMBINERS_ATI:
gl->ActiveTexture(GL_TEXTURE1);
gl->Disable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Disable(target);
gl->ActiveTexture(GL_TEXTURE0);
gl->Disable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
gl->Disable(GL_TEXT_FRAGMENT_SHADER_ATI);
// HACK: at least the Mac OS X 10.5 PPC Radeon drivers are broken and
// without this disable the texture units while the program is still
// running (10.4 PPC seems to work without this though).
gl->Flush();
gl->ActiveTexture(GL_TEXTURE1);
gl->Disable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Disable(target);
gl->ActiveTexture(GL_TEXTURE0);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_NONE:
gl->Disable(GL_FRAGMENT_PROGRAM);
break;
}
}
void glEnable3DLeft(GL *gl, int type)
{
GLint buffer;
switch (type) {
case GL_3D_RED_CYAN:
gl->ColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
break;
case GL_3D_GREEN_MAGENTA:
gl->ColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
break;
case GL_3D_QUADBUFFER:
gl->GetIntegerv(GL_DRAW_BUFFER, &buffer);
switch (buffer) {
case GL_FRONT:
case GL_FRONT_LEFT:
case GL_FRONT_RIGHT:
buffer = GL_FRONT_LEFT;
break;
case GL_BACK:
case GL_BACK_LEFT:
case GL_BACK_RIGHT:
buffer = GL_BACK_LEFT;
break;
}
gl->DrawBuffer(buffer);
break;
}
}
void glEnable3DRight(GL *gl, int type)
{
GLint buffer;
switch (type) {
case GL_3D_RED_CYAN:
gl->ColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
break;
case GL_3D_GREEN_MAGENTA:
gl->ColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
break;
case GL_3D_QUADBUFFER:
gl->GetIntegerv(GL_DRAW_BUFFER, &buffer);
switch (buffer) {
case GL_FRONT:
case GL_FRONT_LEFT:
case GL_FRONT_RIGHT:
buffer = GL_FRONT_RIGHT;
break;
case GL_BACK:
case GL_BACK_LEFT:
case GL_BACK_RIGHT:
buffer = GL_BACK_RIGHT;
break;
}
gl->DrawBuffer(buffer);
break;
}
}
void glDisable3D(GL *gl, int type)
{
GLint buffer;
switch (type) {
case GL_3D_RED_CYAN:
case GL_3D_GREEN_MAGENTA:
gl->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case GL_3D_QUADBUFFER:
gl->DrawBuffer(vo_doublebuffering ? GL_BACK : GL_FRONT);
gl->GetIntegerv(GL_DRAW_BUFFER, &buffer);
switch (buffer) {
case GL_FRONT:
case GL_FRONT_LEFT:
case GL_FRONT_RIGHT:
buffer = GL_FRONT;
break;
case GL_BACK:
case GL_BACK_LEFT:
case GL_BACK_RIGHT:
buffer = GL_BACK;
break;
}
gl->DrawBuffer(buffer);
break;
}
}
/**
* \brief draw a texture part at given 2D coordinates
* \param x screen top coordinate
* \param y screen left coordinate
* \param w screen width coordinate
* \param h screen height coordinate
* \param tx texture top coordinate in pixels
* \param ty texture left coordinate in pixels
* \param tw texture part width in pixels
* \param th texture part height in pixels
* \param sx width of texture in pixels
* \param sy height of texture in pixels
* \param rect_tex whether this texture uses texture_rectangle extension
* \param is_yv12 if != 0, also draw the textures from units 1 and 2,
* bits 8 - 15 and 16 - 23 specify the x and y scaling of those textures
* \param flip flip the texture upside down
* \ingroup gltexture
*/
void glDrawTex(GL *gl, GLfloat x, GLfloat y, GLfloat w, GLfloat h,
GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th,
int sx, int sy, int rect_tex, int is_yv12, int flip)
{
int chroma_x_shift = (is_yv12 >> 8) & 31;
int chroma_y_shift = (is_yv12 >> 16) & 31;
GLfloat xscale = 1 << chroma_x_shift;
GLfloat yscale = 1 << chroma_y_shift;
GLfloat tx2 = tx / xscale, ty2 = ty / yscale, tw2 = tw / xscale, th2 = th / yscale;
if (!rect_tex) {
tx /= sx;
ty /= sy;
tw /= sx;
th /= sy;
tx2 = tx, ty2 = ty, tw2 = tw, th2 = th;
}
if (flip) {
y += h;
h = -h;
}
gl->Begin(GL_QUADS);
gl->TexCoord2f(tx, ty);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2, ty2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2, ty2);
}
gl->Vertex2f(x, y);
gl->TexCoord2f(tx, ty + th);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2);
}
gl->Vertex2f(x, y + h);
gl->TexCoord2f(tx + tw, ty + th);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2);
}
gl->Vertex2f(x + w, y + h);
gl->TexCoord2f(tx + tw, ty);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2);
}
gl->Vertex2f(x + w, y);
gl->End();
}
#ifdef CONFIG_GL_WIN32
#include "w32_common.h"
static int create_window_w32(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags,
const char *title)
{
if (!vo_w32_config(d_width, d_height, flags))
return -1;
return 0;
}
/**
* \brief little helper since wglGetProcAddress definition does not fit our
* getProcAddress
* \param procName name of function to look up
* \return function pointer returned by wglGetProcAddress
*/
static void *w32gpa(const GLubyte *procName)
{
HMODULE oglmod;
void *res = wglGetProcAddress(procName);
if (res)
return res;
oglmod = GetModuleHandle("opengl32.dll");
return GetProcAddress(oglmod, procName);
}
static int setGlWindow_w32(MPGLContext *ctx)
{
HWND win = vo_w32_window;
int *vinfo = &ctx->vinfo.w32;
HGLRC *context = &ctx->context.w32;
int new_vinfo;
HDC windc = vo_w32_get_dc(win);
HGLRC new_context = 0;
int keep_context = 0;
int res = SET_WINDOW_FAILED;
GL *gl = ctx->gl;
// should only be needed when keeping context, but not doing glFinish
// can cause flickering even when we do not keep it.
if (*context)
gl->Finish();
new_vinfo = GetPixelFormat(windc);
if (*context && *vinfo && new_vinfo && *vinfo == new_vinfo) {
// we can keep the wglContext
new_context = *context;
keep_context = 1;
} else {
// create a context
new_context = wglCreateContext(windc);
if (!new_context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n");
goto out;
}
}
// set context
if (!wglMakeCurrent(windc, new_context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n");
if (!keep_context)
wglDeleteContext(new_context);
goto out;
}
// set new values
vo_w32_window = win;
{
RECT rect;
GetClientRect(win, &rect);
ctx->vo->dwidth = rect.right;
ctx->vo->dheight = rect.bottom;
}
if (!keep_context) {
if (*context)
wglDeleteContext(*context);
*context = new_context;
*vinfo = new_vinfo;
getFunctions(gl, w32gpa, NULL);
// and inform that reinit is neccessary
res = SET_WINDOW_REINIT;
} else
res = SET_WINDOW_OK;
out:
vo_w32_release_dc(win, windc);
return res;
}
static void releaseGlContext_w32(MPGLContext *ctx)
{
int *vinfo = &ctx->vinfo.w32;
HGLRC *context = &ctx->context.w32;
*vinfo = 0;
if (*context) {
wglMakeCurrent(0, 0);
wglDeleteContext(*context);
}
*context = 0;
}
static void swapGlBuffers_w32(MPGLContext *ctx)
{
HDC vo_hdc = vo_w32_get_dc(vo_w32_window);
SwapBuffers(vo_hdc);
vo_w32_release_dc(vo_w32_window, vo_hdc);
}
//trivial wrappers (w32 code uses old vo API)
static void new_vo_w32_ontop(struct vo *vo) { vo_w32_ontop(); }
static void new_vo_w32_border(struct vo *vo) { vo_w32_border(); }
static void new_vo_w32_fullscreen(struct vo *vo) { vo_w32_fullscreen(); }
static int new_vo_w32_check_events(struct vo *vo) { return vo_w32_check_events(); }
static void new_w32_update_xinerama_info(struct vo *vo) { w32_update_xinerama_info(); }
#endif
#ifdef CONFIG_GL_X11
#include "x11_common.h"
static int create_window_x11(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags,
const char *title)
{
struct vo *vo = ctx->vo;
static int default_glx_attribs[] = {
GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER, None
};
static int stereo_glx_attribs[] = {
GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER, GLX_STEREO, None
};
XVisualInfo *vinfo = NULL;
if (flags & VOFLAG_STEREO) {
vinfo = glXChooseVisual(vo->x11->display, vo->x11->screen,
stereo_glx_attribs);
if (!vinfo)
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Could not find a stereo visual,"
" 3D will probably not work!\n");
}
if (!vinfo)
vinfo = glXChooseVisual(vo->x11->display, vo->x11->screen,
default_glx_attribs);
if (!vinfo) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] no GLX support present\n");
return -1;
}
mp_msg(MSGT_VO, MSGL_V, "[gl] GLX chose visual with ID 0x%x\n",
(int)vinfo->visualid);
Colormap colormap = XCreateColormap(vo->x11->display, vo->x11->rootwin,
vinfo->visual, AllocNone);
vo_x11_create_vo_window(vo, vinfo, vo->dx, vo->dy, d_width, d_height,
flags, colormap, "gl", title);
return 0;
}
/**
* \brief Returns the XVisualInfo associated with Window win.
* \param win Window whose XVisualInfo is returne.
* \return XVisualInfo of the window. Caller must use XFree to free it.
*/
static XVisualInfo *getWindowVisualInfo(MPGLContext *ctx, Window win)
{
XWindowAttributes xw_attr;
XVisualInfo vinfo_template;
int tmp;
XGetWindowAttributes(ctx->vo->x11->display, win, &xw_attr);
vinfo_template.visualid = XVisualIDFromVisual(xw_attr.visual);
return XGetVisualInfo(ctx->vo->x11->display, VisualIDMask, &vinfo_template, &tmp);
}
static void appendstr(char **dst, const char *str)
{
int newsize;
char *newstr;
if (!str)
return;
newsize = strlen(*dst) + 1 + strlen(str) + 1;
newstr = realloc(*dst, newsize);
if (!newstr)
return;
*dst = newstr;
strcat(*dst, " ");
strcat(*dst, str);
}
/**
* \brief Changes the window in which video is displayed.
* If possible only transfers the context to the new window, otherwise
* creates a new one, which must be initialized by the caller.
* \param vinfo Currently used visual.
* \param context Currently used context.
* \param win window that should be used for drawing.
* \return one of SET_WINDOW_FAILED, SET_WINDOW_OK or SET_WINDOW_REINIT.
* In case of SET_WINDOW_REINIT the context could not be transfered
* and the caller must initialize it correctly.
* \ingroup glcontext
*/
static int setGlWindow_x11(MPGLContext *ctx)
{
XVisualInfo **vinfo = &ctx->vinfo.x11;
GLXContext *context = &ctx->context.x11;
Display *display = ctx->vo->x11->display;
Window win = ctx->vo->x11->window;
XVisualInfo *new_vinfo;
GLXContext new_context = NULL;
int keep_context = 0;
GL *gl = ctx->gl;
// should only be needed when keeping context, but not doing glFinish
// can cause flickering even when we do not keep it.
if (*context)
gl->Finish();
new_vinfo = getWindowVisualInfo(ctx, win);
if (*context && *vinfo && new_vinfo &&
(*vinfo)->visualid == new_vinfo->visualid) {
// we can keep the GLXContext
new_context = *context;
XFree(new_vinfo);
new_vinfo = *vinfo;
keep_context = 1;
} else {
// create a context
new_context = glXCreateContext(display, new_vinfo, NULL, True);
if (!new_context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n");
XFree(new_vinfo);
return SET_WINDOW_FAILED;
}
}
// set context
if (!glXMakeCurrent(display, ctx->vo->x11->window, new_context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n");
if (!keep_context) {
glXDestroyContext(display, new_context);
XFree(new_vinfo);
}
return SET_WINDOW_FAILED;
}
// set new values
ctx->vo->x11->window = win;
vo_x11_update_geometry(ctx->vo, 1);
if (!keep_context) {
void *(*getProcAddress)(const GLubyte *);
const char *(*glXExtStr)(Display *, int);
char *glxstr = strdup("");
if (*context)
glXDestroyContext(display, *context);
*context = new_context;
if (*vinfo)
XFree(*vinfo);
*vinfo = new_vinfo;
getProcAddress = getdladdr("glXGetProcAddress");
if (!getProcAddress)
getProcAddress = getdladdr("glXGetProcAddressARB");
glXExtStr = getdladdr("glXQueryExtensionsString");
if (glXExtStr)
appendstr(&glxstr, glXExtStr(display, DefaultScreen(display)));
glXExtStr = getdladdr("glXGetClientString");
if (glXExtStr)
appendstr(&glxstr, glXExtStr(display, GLX_EXTENSIONS));
glXExtStr = getdladdr("glXGetServerString");
if (glXExtStr)
appendstr(&glxstr, glXExtStr(display, GLX_EXTENSIONS));
getFunctions(gl, getProcAddress, glxstr);
if (!gl->GenPrograms && gl->GetString &&
getProcAddress &&
strstr(gl->GetString(GL_EXTENSIONS), "GL_ARB_vertex_program")) {
mp_msg(MSGT_VO, MSGL_WARN,
"Broken glXGetProcAddress detected, trying workaround\n");
getFunctions(gl, NULL, glxstr);
}
free(glxstr);
// and inform that reinit is neccessary
return SET_WINDOW_REINIT;
}
return SET_WINDOW_OK;
}
/**
* \brief free the VisualInfo and GLXContext of an OpenGL context.
* \ingroup glcontext
*/
static void releaseGlContext_x11(MPGLContext *ctx)
2009-12-18 16:54:42 +00:00
{
XVisualInfo **vinfo = &ctx->vinfo.x11;
GLXContext *context = &ctx->context.x11;
Display *display = ctx->vo->x11->display;
GL *gl = ctx->gl;
if (*vinfo)
XFree(*vinfo);
*vinfo = NULL;
if (*context) {
gl->Finish();
glXMakeCurrent(display, None, NULL);
glXDestroyContext(display, *context);
}
*context = 0;
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}
static void swapGlBuffers_x11(MPGLContext *ctx)
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{
glXSwapBuffers(ctx->vo->x11->display, ctx->vo->x11->window);
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}
#endif
#ifdef CONFIG_GL_SDL
#include "sdl_common.h"
static int create_window_sdl(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags,
const char *title)
{
SDL_WM_SetCaption(title, NULL);
ctx->vo->dwidth = d_width;
ctx->vo->dheight = d_height;
return 0;
}
static void swapGlBuffers_sdl(MPGLContext *ctx)
{
SDL_GL_SwapBuffers();
}
static void *sdlgpa(const GLubyte *name)
{
return SDL_GL_GetProcAddress(name);
}
static int setGlWindow_sdl(MPGLContext *ctx)
{
if (sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE) < 0)
return SET_WINDOW_FAILED;
SDL_GL_LoadLibrary(NULL);
getFunctions(ctx->gl, sdlgpa, NULL);
return SET_WINDOW_OK;
}
static void releaseGlContext_sdl(MPGLContext *ctx)
{
}
static int sdl_check_events(struct vo *vo)
{
int res = 0;
SDL_Event event;
while (SDL_PollEvent(&event))
res |= sdl_default_handle_event(&event);
// poll "events" from within MPlayer code
res |= sdl_default_handle_event(NULL);
if (res & VO_EVENT_RESIZE)
sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE);
return res;
}
static void new_sdl_update_xinerama_info(struct vo *vo) { sdl_update_xinerama_info(); }
static void new_vo_sdl_fullscreen(struct vo *vo) { vo_sdl_fullscreen(); }
#endif
MPGLContext *init_mpglcontext(enum MPGLType type, struct vo *vo)
{
MPGLContext *ctx;
if (type == GLTYPE_AUTO) {
ctx = init_mpglcontext(GLTYPE_W32, vo);
if (ctx)
return ctx;
ctx = init_mpglcontext(GLTYPE_X11, vo);
if (ctx)
return ctx;
return init_mpglcontext(GLTYPE_SDL, vo);
}
ctx = talloc_zero(NULL, MPGLContext);
ctx->gl = talloc_zero(ctx, GL);
ctx->type = type;
ctx->vo = vo;
switch (ctx->type) {
#ifdef CONFIG_GL_WIN32
case GLTYPE_W32:
ctx->create_window = create_window_w32;
ctx->setGlWindow = setGlWindow_w32;
ctx->releaseGlContext = releaseGlContext_w32;
ctx->swapGlBuffers = swapGlBuffers_w32;
ctx->update_xinerama_info = new_w32_update_xinerama_info;
ctx->border = new_vo_w32_border;
ctx->check_events = new_vo_w32_check_events;
ctx->fullscreen = new_vo_w32_fullscreen;
ctx->ontop = new_vo_w32_ontop;
//the win32 code is hardcoded to use the deprecated vo API
global_vo = vo;
if (vo_w32_init())
return ctx;
break;
#endif
#ifdef CONFIG_GL_X11
case GLTYPE_X11:
ctx->create_window = create_window_x11;
ctx->setGlWindow = setGlWindow_x11;
ctx->releaseGlContext = releaseGlContext_x11;
ctx->swapGlBuffers = swapGlBuffers_x11;
ctx->update_xinerama_info = update_xinerama_info;
ctx->border = vo_x11_border;
ctx->check_events = vo_x11_check_events;
ctx->fullscreen = vo_x11_fullscreen;
ctx->ontop = vo_x11_ontop;
if (vo_init(vo))
return ctx;
break;
#endif
#ifdef CONFIG_GL_SDL
case GLTYPE_SDL:
ctx->create_window = create_window_sdl;
ctx->setGlWindow = setGlWindow_sdl;
ctx->releaseGlContext = releaseGlContext_sdl;
ctx->swapGlBuffers = swapGlBuffers_sdl;
ctx->update_xinerama_info = new_sdl_update_xinerama_info;
ctx->check_events = sdl_check_events;
ctx->fullscreen = new_vo_sdl_fullscreen;
//the SDL code is hardcoded to use the deprecated vo API
global_vo = vo;
if (vo_sdl_init())
return ctx;
break;
#endif
}
talloc_free(ctx);
return NULL;
}
void uninit_mpglcontext(MPGLContext *ctx)
{
if (!ctx)
return;
ctx->releaseGlContext(ctx);
switch (ctx->type) {
#ifdef CONFIG_GL_WIN32
case GLTYPE_W32:
vo_w32_uninit();
break;
#endif
#ifdef CONFIG_GL_X11
case GLTYPE_X11:
vo_x11_uninit(ctx->vo);
break;
#endif
#ifdef CONFIG_GL_SDL
case GLTYPE_SDL:
vo_sdl_uninit();
break;
#endif
}
talloc_free(ctx);
}